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Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid…
Roguelike A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath, and run economy. This is a compositional skill: it orchestrates procedural generation, tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or tilemap APIs; it defines the loop and the systems that make a run compelling. When to use Use when building a turn-based, grid-based dungeon crawler where each death ends the run and the world is regenerated — a roguelike or "roguelite" (with meta-progression). Use when designing procedural dungeons, FOV/fog-of-war, permadeath stakes, or loot tables. When not to use: real-time action with roguelike dressing → build the action genre (platformer/fps-shooter) and layer procedural-gen. Deep stats/quests/dialogue without permadeath → rpg. Open-world needs/crafting → survival-crafting. What makes it a roguelike (design anchor)
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